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Thread: Proposals, Suggestions and Representations

  1. #1
    Rift Chaser
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    Exclamation Proposals, Suggestions and Representations



    With this I want to gather all your Suggestions and Proposals for possible Mage-Changes.


    This should not be a flame threat!


    Please just write down, what You think should be changed at the Mage and why.


    You can also mention special Talents you like or don´t like.




  2. #2
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    Here is a very nice Quote:

    Quote Originally Posted by danos24 View Post
    Warlock design flaws:

    Flaw: Both Defile (the strongest damage over time ability of the Warlock tree) and Empowered Darkness (51 point ability) are defining abilities of the Warlock tree. Both abilities use charge. Using both at once drains charge so fast that Defile is canceled long before its duration expires and also causes Empowered Darkness to cancel out very quickly. Because of this they conflict with each other, and using both at once results in a dps loss. This seems counter-intuitive.

    Suggestion: Remove the charge requirement for either Defile or Empowered Darkness.

    Flaw: Empowered Darkness gives a 75% damage buff. Neddra's Influence gives a 91.5% damage buff to dots. There are also two talents that grant a overall 20% damage buff in the Warlock tree. Damage buffs stack additively. The result of this is that Empowered Darkness only grants an additional 30% increase to damage over time spells while giving 50% increase to direct damage spells. The Warlock soul is supposed to focus on damage over time abilities and it seems strange that the 51 point ability grants more damage to direct damage spells then damage over time spells. The damage increase in the tool tip for Empowered Darkness is also misleading compared to how much damage it actually adds.

    Suggestion: Increase the base damage and spell coefficients of Mage death damage DoTs and decrease the damage buff of Empowered Darkness or Neddra's Influence.

    Chloromancer design flaws:

    Flaw: Void life is a 3 second channeled ability that suffers from push back. This means that if a Chloromancer takes any damage at all while channeling this ability he will lose the 3rd tick, resulting in this spell doing 33% less damage and healing then intended. This happens in every PvP scenario and in any raid boss fight that has constant aoe damage. Because of this the most efficient way to use Void Life is to only let it tick twice then recast it, which is counter-intuitive. Every other 3 second channeled ability in the game is immune to push back (Electrocute, Raging Storm, Aggressive Renewal, Harsh Discipline in 1.4, Decay).

    Suggestion: Make Void Life consistent with every other 3 second channeled spell and make it immune to push back.

    Flaw: The changes to the Chloromancer tree in 1.3 has made tank healing dependent on abilities that become available in the later half of the tree, which has negatively affected lower level Chloromancers ability to heal effectively.

    Suggestion: Remove Vile Spores and replace it with Void Life (so that it's available at level one). Make Nature's Touch benefit from Nature's Corrosion. Reduce the bonus Living Infusion gives Lifebound Veil to 1% per point and compensate by increasing the base healing of Lifebound Veil to 25% so that lower level Chloros can heal tanks better.

    Flaw: The damage reduction of valor decrease the amount of healing Chloromancers do with either Lifegiving veil or Lifebound veil in pvp. This greatly reduces a Chloromancers ability to heal in pvp. This is inconsistent with all other forms of damage reduction which, although they reduce the damage of Chloromancer abilities, do not reduce the amount of healing generated by them through Livegiving veil and Lifebound veil.

    Suggestion: Make it so valor damage reduction doesn't reduce the healing output of Lifegiving veil and Lifebound veil.

    Stormcaller design flaws:

    Flaw: A 51 point Stormcaller just has too many different DPS abilities that need to be used. Including aoe damage spells the total amount of dps abilities is 14, none of these can be macroed together and 2 of them are off the gcd and need to be activated and deactivated constantly. This combined with the amount of debuffs that need to be monitored make this spec require a ridiculous amount of effort to dps with. Other than target dummies and single target fights that don't require raid awareness (like Plutonus) it isn't really possible to do a perfect dps rotation with this spec, its just too complex.

    Suggestion: I don't know, its a pretty difficult problem. Maybe combine some abilities?

    Forked Lightning + Thunderbolt = Thunderbolt removed, Forked Lightning now does the damage of Thunderbolt to your primary target while hitting 4 targets around your primary target for the damage of Forked Lightning.

    Ice Shear + Icicle = Icicle removed, Ice shear now has a 1.5 second cast, does the damage of Icicle and puts hypothermia on your target.

    Hailstorm + Eye of the Storm = Eye of the Storm changed, now an off the gcd ability with a 2 minute cool down that makes your next Hailstorm instant cast and also casts Eye of the Storm at the same time.

    Raging Storm + Lightning Storm = Lightning Storm 31 point ability changed: Raging Storm now channels Raging Storm on your primary target for 6 seconds and also does Lightning Storm aoe damage to 9 targets around your primary target.

    Make Building Storm a passive ability that doesn't consume charge, having two off the gcd charge consuming abilities is pretty annoying.

    Cloud Burst + Lightning Field = Lightning field removed, Cloud Burst now has the effect of Cloud burst on your primary target and Lightning field on all additional targets. This would work well with the new 44 point Lightning Burst ability.

    This would reduce the amount of buttons to 8 which would make this spec alot more fun to play.

    There are also pretty big problems with both the Elementalist tree and Pyromancer tree but I can't be bothered to get into them atm, also there's a bunch of bugs but I'm sure they've been mentioned elsewhere in this thread.

  3. #3
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    I absolutely agree with you. Stormcaller needs some changes as there are too many skills to use screwed up by any movement.
    Making Building Storm a passiv Talent would help a lot.



    Here are my suggestion for the Stormcaller:


    Building Storm:
    Gives you a 10% Chance of entering a clearcasting state after any dmg-spell hits a target. The clearcasting state reduces the mana cost of your next dmg-spell by 100%

    Favorable Conditions:
    Increases the critical strike change of your next two dmg-spells by 10/20% after gaining clearcasting.

    Hypothermia Shear:
    Passiv
    Gives your Ice Shear a 50/100% Chance to refresh the duration of Hypothermia on the enemy.

    Tesla:
    Instant
    30 Sec. CD
    Places electricity on the enemy that causes 567 (?) Air-DMG over 16 seconds and causes the Enemy to be Electrified for 15 Sec.
    In addition, Thunderbolts are jumping from the Enemy up to 10 other Enemies within 10 Meters, also suffering Air-DMG and causes them also to be Electrified for 15 Sec.
    The Electrified effect stacks up to 3 times.

    Eye of the Storm:
    Instant
    180 Sec. CD
    Icy Winds will arise at your Enemies position. Up to 10 Enemies within 10 Meters will suffering 432 (?) Air-DMG over 6 Seconds.
    In addition Enemies Movement-Speed will be decreased by 75%. Enemies in this Storm-Area are also silenced.

    Anti-Gravity:
    Instant
    30 Sec CD
    Up to 5 Enemies near the caster are caused to Levitate in Thin Air for 10 Seconds.
    Affected Enemies can take up to 5% of their maximum health in DMG before the Effect will break.

    Ride the Wind:
    In addition Ride the Wind frees the caster from all control and movement impairing effects.

    Static:
    Instant
    40 Sec. CD
    Surrounds the Mage with electrical energy.
    Up to 10 Enemies within 10 Meters around you will be knocked back 12 Meters.
    In addition their movement-speed will be decreased by 60%.

    Electric Apparition:
    When you deal DMG you have a 15% chance to summon a Electric Version of Yourself which will slowly move towards a target which has the Electrified Effect.
    Once reaching the target it will instantly deal 133 (?) Air-DMG.
    While moving, the chance to summon a Electric Version is increased by 60%.
    You can have up to 4 Electric Apparitions active at a time.

    Icy Apparition:
    Instant
    30 Sec. CD
    Summons an Icy Version of Yourself at your position.
    When touched by an Enemy or after 5 Seconds your Icy Apparition will explode dealing 137 (?) Water-DMG up to 10 Enemies within 7 Meter around the Icy Apparition and freezing them in place for 6 Seconds.





    Here are my suggestion for the Warlock:


    Neddra´s Influence:
    ...
    In addition the Global CD of your Dots will be decreased by 22/44/66%

    Toxic:
    Passive
    If your dots are dispelled, Enemy gets instant 20(?)% dmg of the total DMG and is silenced for 3 Seconds.

    Corruption:
    Instant
    60 Sec. CD
    Deals instantly 75% of the entire DMG for each Warlock-DOT, that is on your Enemy and removes the Warlock-Dots from him.

    Dark Shadows Presence:
    Dark Shadows will arise at your Enemies position. Up to 10 Enemies within 10 Meters will suffering 345 (?) Death-DMG over 5 Seconds.
    In addition Enemies Movement-Speed will be decreased by 75%.
    For each Second,your Enemies are standing in that area they will get the Effect "Dark Touch" that stacks up to 5 times.
    For each stack of "Dark Touch" there is a chance of 20% that the Enemies will be stunned for 3 Seconds.

    Dark Shadows 1:
    Instant
    120 Sec CD
    Dark Shadows makes you 5 Seconds invisible for all your Enemies.
    In addition Dark Shadows frees the caster from all control and movement impairing effects.
    Any of your casts will brake the effect.

    Dark Shadows 2:
    Your Invisibility-Effect now lasts until canceled.

    Dark Shadows 3:
    Your Invisibility-Effect now brakes 2/4 Seconds after another spell was used.
    DMG-Spells done while invisible only causes 40/80% of the DMG.

  4. #4
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    change Spotters Order into a melee and a mage component, giving spells more dmg depending on cast time
    and put it high in warlord tree (like 44 points) to strength the other tanking classes

    change Building Storm in some kind of buff that has not to be activated
    Last edited by Rebellchen; 07-17-2011 at 06:11 PM.

  5. #5
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    Quote Originally Posted by Lloigor View Post
    Flaw: The changes to the Chloromancer tree in 1.3 has made tank healing dependent on abilities that become available in the later half of the tree, which has negatively affected lower level Chloromancers ability to heal effectively.

    Suggestion: Remove Vile Spores and replace it with Void Life (so that it's available at level one). Make Nature's Touch benefit from Nature's Corrosion. Reduce the bonus Living Infusion gives Lifebound Veil to 1% per point and compensate by increasing the base healing of Lifebound Veil to 25% so that lower level Chloros can heal tanks better.
    This.

    This change would make healing in 5 mans pre 50 become much more than the literal 1 button macro spamming it is at the moment. I can't see how this would change anything at 50 if done right but it would definately make the 1-49 process actually interesting/enjoyable.

    Mage damage accross the board really needs to be looked at. There is no reason for any mage spec to ever spec 51 points except chloro, and that's for Void Life only.

    In every case, for any 51 point mage spec (bar chloro) there is a better spec in the 30/40 point range. 51 point builds should be viable SOMEWHERE.

  6. #6
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    Pyromancer:

    - Burning bright: Remove the health point reduction
    - Fulminate/Cinderburst/Inferno: revert 1.3's change (the damage it does is just barely better than fireball in pvp, which is a shame and a finisher on gcd is just useless and nearly unusable)
    - Flame jet: Add a knockback component
    - Improved Grounding (PvP only): Reduces casting time by 5/10/15% while in one of your ground effects (no mana regen).


    Elementalist:

    - Addition of a Summon: Greater Fire elemental spell. Because it's the only elemental we can't have as a permanent pet.


    Nothing else comes to mind atm.

  7. #7
    Shield of Telara Mayakov's Avatar
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    The fix to building storm that they did for 1.4 is fine. I love the talent especially since it's a buff to you and not a debuff in 1.4 that can be over written. Building storm currently is a huge dps boost and is more viable with static flux in 1.4 now that charge consuming abilities comsume less charge. Storm/ele just became that much better for ST and AOE. It was quite a nice band-aid fix to stormcaller. The soul still has its flaws but building storm is no longer one of them so don't change it.

  8. #8
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    Soul purge kills should proc a 15 second disguise for the caster wherein his or her bar turns the color of the victim's.

  9. #9
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    Another Quote:



    Quote Originally Posted by Mire View Post
    Here are some changes I hope would be considered for this upcoming patch:

    -improve base damage and spell power contribution for cloudburst(this has been suggested before)
    -reduce lightning strike cast time by 0.5 seconds with the 3 points talent in "charged" talent
    -remove combust talent in pyro tree and combine it into improved fireball
    -add in improved countdown, increasing damage and reducing healing received on the target by 25% (does not stack with other anti healing effects)
    -remove the 9% hp loss from burning bright

    tempest is probably a crutch for mages in either pyro/ele or sc/ele builds and the new 44 point skill in sc isn't gonna be really helpful.
    I hope the mage Dev can consider my suggestions for improving mage overall dps in pvp and pve. Thanks.

  10. #10
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    Survivalbility:

    The Mage needs defenetly some better Shields.

    Icy Shield, Icy Vortex and Storm Guard for example do not absorb enough DMG.

    It makes quite no difference, if a Warrior kills us with 1-2 or 2-3 hits.

    Static Barrier was a nice thought, but it is useless as our Enemies are most of the time Immun agains it.

    What we need is something like Neddra´s Essence and Shadow Life for each Soul-Tree.





    Stormcaller:

    Get rid of Icy Vortex and Storm Guard and give us something like:

    Static :
    Instant
    40 Sec. CD
    Surrounds the Mage with electrical energy.
    Up to 10 Enemies within 10 Meters around you will be knocked back 12 Meters.
    In addition their movement-speed will be decreased by 60%.

    Static Barrier:
    Instant
    90 Sec. CD
    Makes the Mage 6 Sec. immun against all kind of DMG.





    Pyromancer:

    Many people loves to play their Pyromancer. What they dont´ like is useing Ground of Power all the time. Mage must be able to move freely without having to set his Grounds all the time again and again.

    Here is a nice idea for changeing this into a passiv Talent.
    This Talent also would be the first Synergie-Skill for the Pyromancer-Tree and should be in T1 or T2.

    On Fire:
    After remaining stationary for 9/6/3 Sec. you will get the Buff „On Fire“.
    The Buff „On Fire“ will inrease your Spell-DMG by 5/10/15%.

    Flicker:
    This should be a Zero-Talent like Shadow Shift (Rogue Riftstalker).

  11. #11
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    Quote Originally Posted by Lloigor View Post
    Here is a very nice Quote:
    Some great points - where are our synergies Trion?

  12. #12
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    Default My Suggestion

    I do not have a mage. However, I felt compelled to post here.


    As an outside observer, welcome to flame if you wish.


    I read all forums regularly due to the fact that I am a no-life with much time.


    Mage class forum is awful.


    Look at the warrior forum, in particular the latest iteration of the DPS thread. 1,600 replies and 250,000 views, led by Kutsuu Isback.

    The warrior (dps) community has a leader, several others that contribute heavily, and the community in it's entirety contributing to the class.


    Unconstructive QQ is shot down, rediculous and unfounded claims are challenged, and folks are for the most part, civilized, co-operative, and helpful. Parses are regularly posted to manifest claims.


    In mage land, the man who attempts to lead opens a thread, and is insulted, made fun of, called wrong, and eventually gives up on the thread, which devolves into several pages of insults and claims of DPS with absolutley no parsing what-so-ever.


    *shrugs*


    Yeh wanna change your class?


    Start with your attitudes.



    You may launch the flames now, but keep in mind, I charged you nothing for this advice.

  13. #13
    Champion Stratacaster's Avatar
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    Just read some awesome ideas. Very nice.

    Mage defense has typically been reliant on CC's. Right now our CC's don't work, they are broken before you can even finish a cast or DR'd. Need to make CC's work for kiting or give us defense, right now we have neither.

    To the above, most of the crap in mage forums comes from all the other classes who come in here to make sure we stay in the grave. Our channel is trolled hourly to shut down anything that might benefit a mage. These people desperately want to block Trions ears from us, and you can see their desperation in their posts. For the most part the actual mages in here are very helpful to each other.
    Last edited by Stratacaster; 07-18-2011 at 06:18 AM.

  14. #14
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    For PVE raid DPS, how about simply let mages gain charges while they have charge consmeing toggles on...

    At the current rates, we could build charges, turn one on and leave it on as long as we are attacking. We could also turn on a second one from time to time for some extra burst at the cost of having to rebuild charges.

    Just a thought

  15. #15
    Telaran
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    Quote Originally Posted by Hope View Post
    For PVE raid DPS, how about simply let mages gain charges while they have charge consmeing toggles on...

    At the current rates, we could build charges, turn one on and leave it on as long as we are attacking. We could also turn on a second one from time to time for some extra burst at the cost of having to rebuild charges.

    Just a thought
    Or, and as i suggested in the 1.4 thread, they could just take the much more simplified approach of doing away with the unnecessarily tedious +% damage toggle effects altogether. Followed up with a flat damage increase across the board to the appropriate spells/trees.

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